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Build 0.1.17643, April 13, 2017

Hi everyone! The Aven Colony beta has been updated. This update has tons of bug fixes and polish items, including new tunnel art, lots of new sound effects and VOs, the ability for Plasma Turrets to target sandworms, a new "Fan Mode" for Wind Turbines that lets you throw them into reverse to push away toxic gas clouds, and much more!

As always, if you notice any bugs that still aren't fixed in this build, or if there are any tuning or balancing changes you'd like to see, please let us know by posting in our forums!

Happy colonizing!

Here are the full update notes:

New Features:

Added localization for all locales! Still some bugs / issues here but French, Italian, Spanish, German, Russian, and Chinese are now supported.

Plasma turrets now fully target sandworms! When hit, they stop spewing avid for a while and go back down into their holes faster

Added numbers to the upper-right corner of the colonist list and building list to indicate the total number in each

Trade objectives now include the "Trade" button above the "Close" button that opens the Trade pane

Plasma Turrets can now target sandworms; this will not kill the sandworm but will make it retreat into its hole more quickly and stop spewing acid for a short time after it's hit

The Wind Turbine can now be set into "Fan Mode" to push away toxic gases from a small area; this costs 12 electricity (for a total energy deficit of 18, since it generates 6 electricity normally)

Colonists can now apologize for bumping into each other

Colonists can now complain about lousy food that tastes like cardboard

Colonists can now verbally react when the colony is infected with the Creep

Colonists can now mention that they're terrified when they sense the colony is going to hell

Colonists can now complain about their friends who have died within the last sol

Added sounds for the dragonfly, the scout rover, and the birds

Added sounds for the servos on the Solar Panel when it moves

Added a tooltip for the Commendations indicator in the expedition UI when it's visible

The game now says "Surveillance Camera" with a camera icon in the upper left when in surveillance camera mode, and you can click on the camera icon to exit this mode

Added a progress bar to the Artifact Containment Unit when it's holding a researched artifact

Selected trade contracts now show a highlight and show a colored icon for the trade hub they're associated with; clicking this will select the corresponding trade hub

The expeditions button now animates when you have an expedition-related objective and haven't yet opened the expedition UI

Made morale a bigger issue sooner at Insane difficulty and other difficulty levels above Normal

Eden Crater is now easier

Reduced the food quality penalty for alien foods

Hospitals now significantly compensate for low food quality

Veronika now says "Hello, <rank>" in the campaign selection screen instead of her long-winded speech if your rank is above Governor

Added 3 new data types in the Stats pane on the colony control panel: creep-infected buildings, infected colonists, and POIs explored

Improved sorting of game data types on the Stats pane

The expedition button in the lower left is now always visible, but has new text for when you haven't build an Exp Ctr yet or aren't yet allowed to do so

Plague Vaccines, Consumer Goods, and Nanomedicines are now manufactured in batches of 20 instead of 10, like everything else

The Artifact Containment Unit now only uses 2 electricity and is far less likely to be deactivated when the colony is starved of power

Wind Turbines now spin much faster when a dust devil sweeps over them

Implemented new rules for when referendum notifications can automatically pop up: they ALWAYS pop up for election updates if morale < 50%. Otherwise, they always pop up by default in Beginner / Cakewalk; NEVER pop up by default in Hard / Insane; and at all other difficulty settings, they pop up only for the first referendum in the mission

Performance optimizations:

Reduced physics usage for some meshes that don't need physics

Dramatic improvements to performance when dragging a building for placement

Fixed a performance issue with the Medevac's light in Sandy Gulch

Bug fixes:

Fixed achievement not being granted in the "Valley of Death" map

Fixed bug with referendums in Sandbox being 1 sol out of sync with the selected option

Fixed to once again highlight mineral deposits when dragging Mine or Laser Mine

Crewmembers in expedition vessels can no longer catch the plague via spread inside the colony -- they lock themselves in the ship!

Fixed invalid overly-generous being given for tier-2 and tier-3 buildings when recycled; it was accounting for the upgrade level twice

ALL notifications now expire after slightly over 2 minutes of game time at normal speed

Fixed a subtle bug that would cause buildings with workers to occasionally not acquire any workers until some other building was placed anywhere in the colony

Hyla's Crescent: fixed an issue with certain creep spores colliding with the crystals in the lake and disappearing as they headed toward the colony